PrusaSlicer-NonPlainar/resources/shaders/gouraud.fs
2018-11-27 14:50:57 +01:00

27 lines
692 B
GLSL

#version 110
const vec3 ZERO = vec3(0.0, 0.0, 0.0);
// x = tainted, y = specular;
varying vec2 intensity;
varying vec3 delta_box_min;
varying vec3 delta_box_max;
varying float world_z;
uniform vec4 uniform_color;
// x = min z, y = max z;
uniform vec2 z_range;
void main()
{
if ((world_z < z_range.x) || (z_range.y < world_z))
discard;
// if the fragment is outside the print volume -> use darker color
vec3 color = (any(lessThan(delta_box_min, ZERO)) || any(greaterThan(delta_box_max, ZERO))) ? mix(uniform_color.rgb, ZERO, 0.3333) : uniform_color.rgb;
gl_FragColor = vec4(vec3(intensity.y, intensity.y, intensity.y) + color * intensity.x, uniform_color.a);
}